#version 320 es
layout (location = 0x001) in vec3 pos;
layout (location = 0x002) in vec2 uv;
layout (location = 0x003) in vec2 uv2;
layout (std140) uniform MATRIX
{
    mat4 v_matrix;              //视图矩阵
    mat4 p_matrix;              //投影矩阵
    mat4 vp_matrix;             //视图投影矩阵
};
uniform mat4 m_matrix;
out vec2 u_v;
out vec2 u_v2;
void main(void) {
    gl_Position = p_matrix * v_matrix * vec4(pos, 1.0f);
    u_v = uv;
    u_v2 = uv2;
}
